Whit this program you can open and extract .bar files. The thing that is good whit this program is that you can choose the file you want to extract or extract the whole .bar file. This tool is made by Vachu.

This program is creating *.3dx filse. Read the readme befor you use it.This is made by Scavenger.It is also contain the import_gmax.ms and export_gmax.ms made by Ykkrosh.IMPORTANT: They can not handel models whit only 1 frame

If you want a powerful image manipulator program but don't want to spend alot of money on progrmas like Photoshop. I sugest you to download GIMP. I use it myself and give it 10/10!

Misc

Text-Editor

This is a text editor that includes project management functions, search-and-replace, and syntax highlighting for multiple languages. The program also includes a hex editor and can switch between hex and text modes with any open file.

Aurons Modifying Unit's Status GuideThis guide will teach you in details how to create a History document, New icons, and getting rid off the *** when creating a new unit. This File also features another guide, which will teach you how to randomize an object, including indetail of what each variable means, with a simple example. (Download)

A Beginner's Guide to Modeling With 3ds Max and ABEIn this tutorial, we will be putting a teapot into AoM. That’s right; a massive checkered teapot, complete with player color, animation and attachpoints. The tutorial has plenty of pretty pictures (click to expand) and is aimed at absolute beginners – with ABE anyone can make model mods for AoM!

ByArgalius

Modelling Units GuideThis is an advanced tutorial on how to modify and Age of Mythology's units 3D models.

Guide to Advanced model editingExtinction's Guide to Advanced Model editing. This is an advanced, step by step guide that will help you create a model from concept right through to setting it up in Aom. The guide can be used by less experianced modders as well.

Making Quality ModsWaveslave explains the steps on making a great quality mod, worth a read for anyone, experts or newbies.

ByStephenCaines

An Introduction to ModdingThis is basically a dump of most of what I've learnt over the last 6-7 months and hopefully it will help a lot of people avoid some of the many hours of frustration I spent trying to figure things out. (Download)

Creating a major godStephen Caines explains how to create your own major god, one of the things we all dream of doing.

ByEmjeR

A guide to texture names in brgsWith this guide you can learn how to avoid using so much ReplaceTexture in your anim files and change the name of the model in the brg file.

Trigonametry Functions A demonstration of Trigonametry functions in an RMS instead of lines and lines of If then statements.

ByMatei

Useful ResourcesA list of useful tools and resources that can be used in Random Map Scripting.

Advanced RMS: Part 1 - Introduction and PrerequisitesThis article introduces you to Random Map scripting and explains what the Advanced RMS article serries contains. Matei talks about some of the advanced features in the new scritping system AOM uses and how to make use of them in your Random Map Scripts.

Advanced RMS: Part 3 - Control StatementsControl Statements are useful if you want to place an object 5 times for every player, or you want to do different things depending on which enviromnent you've randomly chosen, or you want to give players different units if they're different civilizations. Learn more about them, here.

Advanced RMS: Part 4 - FunctionsOften you have a piece of code that you want to use several times, perhaps with slightly different parameters. For example, you might use some code to add a "send chat" trigger in various places in your script. To do this, you can define a function, which can be called later in the script and can be passed arguments to work with or can return a result value to wherever it was called.

Advanced RMS: Part 5 - Triggers in RMSA trigger is essentially a "rule" that has several conditions and several effects. If the trigger is active and all its conditions are true, then it will fire and perform its effects. Though Triggers belong to the scenario editor, they can also be used in RMS

Advanced RMS: Part 6 - Arrays In programming, an array is a kind of variable which stores multiple values under one name. For example, you might have an array of 10 integers called ar. Then you could write ar[1], ar[2], ar[3], etc to access each integer in the array. This feature is vital anywhere you might be dealing with multiple numbered objects - and a Random Map Script is such a place.

AoM AI TutorialThis file contains a sample scenario and AI script, and three chapters of tutorial info to get people started in AI scripting. There's a lot left to cover, so more will likely be added after Thanksgiving.

I made a guide on attaching one unit to another without modeling [AKA Adding a shade to nidhoggs back] and sent it in to Elpea, but Elpea never did link it up...I used to have the link but lost it. Ask Elpea, he should know.

Also made another on particle effect editing via hexing [Thanks goes out to Lord Z. on figuring that one out]...But I lost that bugger some where on my old server host. Will have to make a new one. Don't think I sent that one to Elpea...can't remember.